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Thread: Clearing an INTEGER framebuffer

  1. #1
    Junior Member Newbie
    Join Date
    Feb 2013

    Clearing an INTEGER framebuffer

    I'm implementing picking by rendering integer IDs into a framebuffer (FBO). As the buffer format, I'm using GL_RGBA32UI, which is an INTEGER format. My shaders correctly write the integer IDs into the buffer and I can read them back with glReadPixels. However, the problem is clearing the buffer with non-zero integer numbers using glClearBuffer. When I clear with 1, I would expect to read back 1. On NVIDIA cards clearing works as expected. However, on AMD, when I clear with 1, I read back 1065353216. Interestingly, bit-wise speaking 1065353216 INT corresponds to 1.0 FLOAT.

    In any case, when I clear a buffer with 1 INT, I expect to read back 1 INT (and neither 1065353216 INT nor 1.0 FLOAT).

    1. What is the correct way to clear an integer framebuffer?
    2. Is the behavior on AMD cards a driver problem?

    A corresponding test case is below. Tests have been made on Windows 7 and Ubuntu 12.10. It works correctly on NVIDIA, but fails on AMD.

    Code :
    #include <stdio.h>
    #include <GL/glew.h>
    #include <GL/freeglut.h>
    GLuint fbo = 0;
    void Display()
        // Clear buffer
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
        GLuint in[4] = {0, 1, 2, 3};
        glClearBufferuiv(GL_COLOR, 0, in);
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
        // Read back from the buffer, expect to find the same values as used for clearing
        glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
        unsigned int out[4] = {0, 0, 0, 0};
        glReadPixels(0, 0, 1, 1, GL_RGBA_INTEGER, GL_UNSIGNED_INT, &out);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
        printf("IN  %d %d %d %d\n", in[0], in[1], in[2], in[3]);
        printf("OUT %d %d %d %d\n", out[0], out[1], out[2], out[3]);
    int main(int argc, char** argv)
        glutInit(&argc, argv);
        glutInitWindowSize(1024, 768);
        glutInitWindowPosition(100, 100);
        GLenum status = glewInit();
        if (status != GLEW_OK) {
            printf("Error: %s\n", glewGetErrorString(status));
            return EXIT_FAILURE;
        // Create the FBO
        glGenFramebuffers(1, &fbo);
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        GLuint tex = 0;
        // Create a texture object for the picking buffer
        glGenTextures(1, &tex);
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32UI, 1024, 768, 0, GL_RGBA_INTEGER, GL_UNSIGNED_INT, NULL);
        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
        // Create a texture object for the depth buffer
        glGenTextures(1, &tex);
        glBindTexture(GL_TEXTURE_2D, tex);
        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex, 0);
        // Verify that the FBO is correct
        status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
        if (status != GL_FRAMEBUFFER_COMPLETE) {
            printf("Error: status 0x%x\n", status);
            return EXIT_FAILURE;
        // Restore the default framebuffer
        glBindTexture(GL_TEXTURE_2D, 0);
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        return 0;

  2. #2
    Member Regular Contributor
    Join Date
    Jun 2012
    I am facing the same issue with AMD, when i clearcolor with integer texture fbo, everytime i get color values of max intensity. I am implementing render to texture and not using readpixels. I think that is probably a bug.

  3. #3
    Senior Member OpenGL Pro
    Join Date
    Jan 2012
    I have had several issues with the AMD driver - you may need to clear it with your own shader.

  4. #4
    Junior Member Newbie
    Join Date
    Feb 2013
    Thanks for the comments and suggestions.

    So it appears there is a BUG on AMD when clearing and integerbuffer using glClearBuffer. Hopefully AMD recognizes this problem soon and corrects it.

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